we MOVED
[saartuer.git] / statemachine.py
diff --git a/statemachine.py b/statemachine.py
deleted file mode 100644 (file)
index a5e52f6..0000000
+++ /dev/null
@@ -1,387 +0,0 @@
-from libtuer import ThreadFunction, logger, fire_and_forget, fire_and_forget_cmd
-from actor import Actor
-import os, random, time, threading, datetime
-
-# logger.{debug,info,warning,error,critical}
-
-def play_sound (what):
-       try:
-               soundfiles = os.listdir(SOUNDS_DIRECTORY+what)
-       except FileNotFoundError:
-               logger.error("StateMachine: Unable to list sound files in %s" % (SOUNDS_DIRECTORY+what))
-               return
-       soundfile = SOUNDS_DIRECTORY + what + '/' + random.choice(soundfiles)
-       hour = datetime.datetime.time(datetime.datetime.now()).hour
-       volume = 60 if hour >= 22 or hour <= 6 else 90
-       fire_and_forget_cmd ([SOUNDS_PLAYER, "-volume", str(volume), soundfile], "StateMachine: ")
-
-# convert an absolute nervlist to a relative one
-def nervlist_abs2rel(nervlist_abs):
-       nervlist_rel = []
-       last_t = 0
-       for (t, f) in nervlist_abs:
-               assert t >= last_t
-               nervlist_rel.append((t-last_t, f))
-               last_t = t
-       return nervlist_rel
-
-# StateAuf constants
-HELLO_PROBABILITY = 0.2
-
-# StateUnlocking constants
-OPEN_REPEAT_TIMEOUT = 7
-OPEN_REPEAT_NUMBER = 3
-
-# StateLocking constants
-CLOSE_REPEAT_TIMEOUT = 7
-CLOSE_REPEAT_NUMBER = 3
-
-# StateFallback constants
-FALLBACK_LEAVE_DELAY_LOCK = 5 # seconds
-
-# StateAboutToOpen constants
-SWITCH_PRAISE_PROBABILITY = 0.5
-ABOUTOPEN_NERVLIST = nervlist_abs2rel([(10, lambda:play_sound("flipswitch")),\
-       (20, lambda:play_sound("flipswitch")), (30, lambda:play_sound("flipswitch")), (30, lambda:logger.error("Space open but switch not flipped for 30 seconds")),\
-       (40, lambda:play_sound("flipswitch")), (50, lambda:play_sound("flipswitch")), (60, lambda:play_sound("mail_sent")),
-       (60, lambda:logger.critical("Space open but switch not flipped for 60 seconds")), (120, lambda:play_sound("mail_sent")),
-       (10*60, lambda:logger.critical("Space open but switch not flipped for 10 minutes")),
-       (60*60, lambda:logger.critical("Space open but switch not flipped for one hour"))])
-
-# Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
-# ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
-LEAVE_TIMEOUT = 20
-
-# play_sound constants
-SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
-SOUNDS_PLAYER = "/usr/bin/mplayer"
-
-
-class Nerver():
-       # A little utility class used to run the nervlists. A nervlist is a list of (n, f) tuples where f() is run after n seconds.
-       # If f returns something, that's also returned by nerv.
-       def __init__(self, nervlist):
-               self.nervlist = list(nervlist)
-               self.last_event_time = time.time()
-       
-       def nerv(self):
-               if len(self.nervlist):
-                       (wait_time, f) = self.nervlist[0]
-                       now = time.time()
-                       time_gone = now-self.last_event_time
-                       # check if the first element is to be triggered
-                       if time_gone >= wait_time:
-                               self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
-                               self.last_event_time = now
-                               return f()
-
-
-class StateMachine():
-       # commands you can send
-       CMD_PINS = 0
-       CMD_BUZZ = 1
-       CMD_UNLOCK = 2
-       CMD_WAKEUP = 3
-       CMD_LAST = 4
-       CMD_LOCK = 5
-       CMD_FALLBACK_ON = 6
-       CMD_FALLBACK_OFF = 7
-       CMD_STATUS = 8
-       
-       class State():
-               def __init__(self, state_machine, nervlist = None):
-                       self.state_machine = state_machine
-                       self._nerver = None if nervlist is None else Nerver(nervlist)
-               def handle_pins_event(self):
-                       pass # one needn't implement this
-               def handle_buzz_event(self,arg): # this shouldn't be overwritten
-                       # Buzz twice to give users more time to run ;-)
-                       self.actor().act(Actor.CMD_BUZZ)
-                       self.actor().act(Actor.CMD_BUZZ)
-                       arg("200 okay: buzz executed")
-               def handle_cmd_unlock_event(self,arg):
-                       if arg is not None:
-                               arg("412 Precondition Failed: The current state (%s) cannot handle the UNLOCK command. Try again later." % self.__class__.__name__)
-               def handle_wakeup_event(self):
-                       if self._nerver is not None:
-                               return self._nerver.nerv()
-               def handle_cmd_lock_event(self,arg):
-                       arg("412 Precondition Failed: If not in fallback mode, use the hardware switch to lock the space.")
-               def handle_cmd_fallback_on_event(self,arg):
-                       arg("200 okay: Entering fallback mode and notifying admins.")
-                       logger.critical("Entering fallback mode. Somebody thinks, the hardware sensors are broken.")
-                       return StateMachine.StateFallback(self.state_machine)
-               def handle_cmd_fallback_off_event(self,arg):
-                       arg("412 Precondition Failed: Not in fallback mode!")
-               def handle_cmd_status_event(self,arg):
-                       # TODO use a proper JSON lib
-                       arg('200 okay: {state:\"%s\"}' % self.__class__.__name__)
-               def on_leave(self):
-                       pass
-               def pins(self):
-                       return self.state_machine.pins
-               def old_pins(self):
-                       return self.state_machine.old_pins
-               def actor(self):
-                       return self.state_machine.actor
-               def api(self):
-                       return self.state_machine.api
-               def handle_event(self,ev,arg): # don't override
-                       if ev == StateMachine.CMD_PINS:
-                               return self.handle_pins_event()
-                       elif ev == StateMachine.CMD_BUZZ:
-                               return self.handle_buzz_event(arg)
-                       elif ev == StateMachine.CMD_UNLOCK:
-                               return self.handle_cmd_unlock_event(arg)
-                       elif ev == StateMachine.CMD_WAKEUP:
-                               return self.handle_wakeup_event()
-                       elif ev == StateMachine.CMD_LOCK:
-                               return self.handle_cmd_lock_event(arg)
-                       elif ev == StateMachine.CMD_FALLBACK_ON:
-                               return self.handle_cmd_fallback_on_event(arg)
-                       elif ev == StateMachine.CMD_FALLBACK_OFF:
-                               return self.handle_cmd_fallback_off_event(arg)
-                       elif ev == StateMachine.CMD_STATUS:
-                               return self.handle_cmd_status_event(arg)
-                       else:
-                               raise Exception("Unknown command number: %d" % ev)
-       
-       class AbstractNonStartState(State):
-               def handle_pins_event(self):
-                       if self.pins().door_locked != (not self.pins().space_active):
-                               self.actor().act(Actor.CMD_RED_ON)
-                       else:
-                               self.actor().act(Actor.CMD_RED_OFF)
-                       return super().handle_pins_event()
-       
-       class AbstractLockedState(AbstractNonStartState):
-               '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
-               def __init__(self, sm, nervlist = None):
-                       super().__init__(sm, nervlist)
-                       self.actor().act(Actor.CMD_GREEN_OFF)
-               def handle_pins_event(self):
-                       if not self.pins().door_locked:
-                               logger.info("Door unlocked, space is about to open")
-                               return StateMachine.StateAboutToOpen(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class AbstractUnlockedState(AbstractNonStartState):
-               '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
-               def __init__(self, sm, nervlist = None):
-                       super().__init__(sm, nervlist)
-                       self.actor().act(Actor.CMD_GREEN_ON)
-               def handle_pins_event(self):
-                       if self.pins().door_locked:
-                               logger.info("Door locked, closing space")
-                               if self.pins().space_active:
-                                       logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
-                                       play_sound("manual_lock")
-                               return StateMachine.StateZu(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class StateStart(State):
-               def __init__(self, sm, nervlist = None, fallback=False):
-                       super().__init__(sm, nervlist)
-                       self.fallback = fallback
-               def handle_pins_event(self):
-                       pins = self.pins()
-                       if not (pins.door_locked is None or pins.door_closed is None or pins.space_active is None or pins.bell_ringing is None):
-                               if self.fallback:
-                                       logger.info("Going to StateFallback because running in fallback mode")
-                                       return StateMachine.StateFallback(self.state_machine)
-                               if pins.door_locked:
-                                       logger.info("All sensors got a value, switching to a proper state: Space is closed")
-                                       return StateMachine.StateZu(self.state_machine)
-                               else:
-                                       logger.info("All sensors got a value, switching to a proper state: Space is (about to) open")
-                                       return StateMachine.StateAboutToOpen(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class StateFallback(State):
-               def __init__(self, sm, nervlist = None):
-                       super().__init__(sm, nervlist)
-                       self._red_state = False
-               def handle_pins_event(self):
-                       pins = self.pins()
-                       # set green LED according to space switch
-                       if pins.space_active:
-                               self.actor().act(Actor.CMD_GREEN_ON)
-                       else:
-                               self.actor().act(Actor.CMD_GREEN_OFF)
-                       # primitive leaving procedure if space switch turned off
-                       if not pins.space_active and self.old_pins().space_active:
-                               def _close_after_time():
-                                       time.sleep(FALLBACK_LEAVE_DELAY_LOCK)
-                                       self.actor().act(Actor.CMD_LOCK)
-                               fire_and_forget(_close_after_time)
-                       # not calling superclass because we want to stay in fallback mode
-               def handle_wakeup_event(self):
-                       # blink red LED
-                       if self._red_state:
-                               self.actor().act(Actor.CMD_RED_OFF)
-                               self._red_state = False
-                       else:
-                               self.actor().act(Actor.CMD_RED_ON)
-                               self._red_state = True
-               def handle_cmd_unlock_event(self,arg):
-                       if arg is not None:
-                               arg("200 okay: Trying to unlock the door. The System is in fallback mode, success information is not available.")
-                       self.actor().act(Actor.CMD_UNLOCK)
-               def handle_cmd_lock_event(self,arg):
-                       if arg is not None:
-                               arg("200 okay: Trying to lock the door. The System is in fallback mode, success information is not available.")
-                       self.actor().act(Actor.CMD_LOCK)
-               def handle_cmd_fallback_on_event(self,arg):
-                       arg("412 Precondition Failed: Fallback mode already active.")
-               def handle_cmd_fallback_off_event(self,arg):
-                       arg("200 okay: Leaving fallback mode and notifying admins.")
-                       logger.critical("Leaving fallback mode. Somebody thinks, the sensors are working again.")
-                       return StateMachine.StateStart(self.state_machine)
-       
-       class StateZu(AbstractLockedState):
-               def handle_cmd_unlock_event(self,callback):
-                       return StateMachine.StateUnlocking(self.state_machine, callback)
-               def handle_pins_event(self):
-                       if not self.old_pins().space_active and self.pins().space_active: # first thing to check: edge detection
-                               logger.info("Space toggled to active while it was closed - unlocking the door")
-                               return StateMachine.StateUnlocking(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class StateUnlocking(AbstractLockedState):
-               def __init__(self,sm,callback=None):
-                       # construct a nervlist
-                       nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
-                       nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
-                       super().__init__(sm,nervlist)
-                       self.callbacks = []
-                       self.actor().act(Actor.CMD_UNLOCK)
-                       # enqueue the callback
-                       self.handle_cmd_unlock_event(callback)
-               def notify(self, s, lastMsg):
-                       for cb in self.callbacks:
-                               cb(s, lastMsg)
-               def on_leave(self):
-                       s = "200 okay: door unlocked" if not self.pins().door_locked else ("500 internal server error: Couldn't unlock door with %d tries à %f seconds" % (OPEN_REPEAT_NUMBER,OPEN_REPEAT_TIMEOUT))
-                       self.notify(s, lastMsg=True)
-               def handle_cmd_unlock_event(self,callback):
-                       if callback is not None:
-                               callback("202 processing: Trying to unlock the door", lastMsg=False)
-                               self.callbacks.append(callback)
-               def could_not_open(self):
-                       logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
-                       return StateMachine.StateZu(self.state_machine)
-       
-       class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
-               def handle_cmd_unlock_event(self, callback):
-                       callback("299 redundant: Space seems to be already open. Still processing your request tough.")
-                       logger.info("StateMachine: Received UNLOCK command in %s. This should not be necessary." % self.__class__.__name__)
-                       self.actor().act(Actor.CMD_UNLOCK)
-       
-       class StateAboutToOpen(AbstractStateWhereUnlockingIsRedundant):
-               def __init__(self, sm):
-                       super().__init__(sm, ABOUTOPEN_NERVLIST)
-               def handle_pins_event(self):
-                       pins = self.pins()
-                       if pins.space_active:
-                               logger.info("Space activated, opening procedure completed")
-                               if not self.old_pins().space_active and random.random() <= SWITCH_PRAISE_PROBABILITY:
-                                       play_sound("success")
-                               return StateMachine.StateAuf(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class StateAuf(AbstractStateWhereUnlockingIsRedundant):
-               def __init__(self,sm):
-                       nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
-                       super().__init__(sm, nervlist)
-                       self.last_buzzed = None
-                       self.api().set_state(True)
-               def handle_pins_event(self):
-                       pins = self.pins()
-                       if pins.bell_ringing and not self.old_pins().bell_ringing: # first thing to check: edge detection
-                               # someone just pressed the bell
-                               logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
-                               self.actor().act(Actor.CMD_BUZZ)
-                       if not pins.space_active:
-                               logger.info("StateMachine: space switch turned off - starting leaving procedure")
-                               return StateMachine.StateAboutToLeave(self.state_machine)
-                       if not pins.door_closed and self.old_pins().door_closed and random.random() <= HELLO_PROBABILITY:
-                               play_sound("hello")
-                       return super().handle_pins_event()
-               def on_leave(self):
-                       self.api().set_state(False)
-       
-       class StateLocking(AbstractUnlockedState):
-               def __init__(self,sm):
-                       # construct a nervlist
-                       nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
-                       nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
-                       super().__init__(sm, nervlist)
-                       if self.pins().door_closed: # this should always be true, but just to be sure...
-                               self.actor().act(Actor.CMD_LOCK)
-               def handle_pins_event(self):
-                       pins = self.pins()
-                       if not pins.door_closed:
-                               # TODO play a sound? This shouldn't happen, door was opened while we are locking
-                               logger.warning("StateMachine: door manually opened during locking")
-                               return StateMachine.StateAboutToOpen(self.state_machine)
-                       # TODO do anything here if the switch is activated now?
-                       return super().handle_pins_event()
-               def handle_cmd_unlock_event(self,callback):
-                       callback("409 conflict: The sphinx is currently trying to lock the door. Try again later.")
-               def could_not_close(self):
-                       logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
-                       return StateMachine.StateAboutToOpen(self.state_machine)
-       
-       class StateAboutToLeave(AbstractUnlockedState):
-               def __init__(self, sm):
-                       nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
-                       super().__init__(sm, nervlist)
-               def handle_pins_event(self):
-                       if not self.pins().door_closed:
-                               return StateMachine.StateLeaving(self.state_machine)
-                       if self.pins().space_active:
-                               logger.info("Space re-activated, cancelling leaving procedure")
-                               return StateMachine.StateAuf(self.state_machine)
-                       return super().handle_pins_event()
-       
-       class StateLeaving(AbstractUnlockedState):
-               def __init__(self, sm):
-                       nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
-                       super().__init__(sm, nervlist)
-               def handle_pins_event(self):
-                       if self.pins().door_closed:
-                               logger.info("The space was left, locking the door")
-                               return StateMachine.StateLocking(self.state_machine)
-                       if self.pins().space_active:
-                               logger.info("Space re-activated, cancelling leaving procedure")
-                               return StateMachine.StateAuf(self.state_machine)
-                       return super().handle_pins_event()
-       
-       def __init__(self, actor, waker, api, fallback = False):
-               self.actor = actor
-               self.api = api
-               self.callback = ThreadFunction(self._callback, name="StateMachine")
-               self.current_state = StateMachine.StateStart(self, fallback=fallback)
-               self.pins = None
-               self.old_pins = None
-               waker.register(lambda: self.callback(StateMachine.CMD_WAKEUP), 1.0) # wake up every second
-               # initially, the space is closed
-               api.set_state(False)
-       
-       def stop (self):
-               self.callback.stop()
-       
-       # actually call this.callback (is set in the constructor to make this thread safe)
-       def _callback(self, cmd, arg=None):
-               # update pins
-               if cmd == StateMachine.CMD_PINS:
-                       self.pins = arg
-               # handle stuff
-               newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
-               self.old_pins = self.pins
-               while newstate is not None:
-                       assert isinstance(newstate, StateMachine.State), "I should get a state"
-                       self.current_state.on_leave()
-                       logger.info("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
-                       self.current_state = newstate
-                       newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)